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You need to reach a radio tower and pass through it's blue ray to unlock nearby races. In the near future there will be a system that will require a certain amount of points (earned in races) to unlock other towers.

It's been a few month since I started working on this game. This is a screenshot of an area we currently have.We are only 2 working on this and I'm in charge of asset creation and integration in the engine.The game is a futuristic race game, if you want to know more as well as watch some gameplay videos, please follow us on Facebook : www.facebook.com/ProjectLightf…

Second attempt at photogrammetry with this shoe. It was way harder than the tree, I had to do a few attempts before getting a correct result. Then I had to refine it a bit in ZBrush (mostly for the laces). And processing the textures to remove lighting from the diffuse and creating the roughness took a while.Anyway, I'm super happy with the result, photogrammetry definitely add a detail pass that the artist usually miss. I can't explain it but there is something that make the result more believable than traditionnal modelling.

Shoe is around 3k and using 2048² textures. The ground is a separate texture (with displacement) that was not in the initial scan.Scanned from Agisoft Photoscan, refined in ZBrush and Rendered in Marmoset Toolbag 2

I woke up this morning and realized snow was falling, I decided to go for a walk on the forest and took several pictures of a tree trunk.I processed them in Agisoft Photoscan and then obtained a High-Poly mesh. Finally I did some optimisations and texturing work, and now I have a perfectly working PBR game ready asset. it took me about 2 hours to make (most of it was just my computer processing really).It was my first time using Agisoft Photoscan and the result is way above expectations ! I'll definitely do some more.

My usual workflow consist in steps :First I model the basic shape of my asset, this can be done in Maya, Max, Blender ...Then I import it on a sculpting program (Zbrush or Mudbox) although this step is optional, you can do a high poly in 3DSMax but sculpting is better for organic models. For woodworking 3DSMax will be perfect.After that I create the low poly asset (the one in the game engine) by creating a retopo of my Sculpt. This can be done manually in 3DCoat or automatically in ZBrush or MeshLab.Then you need to unwrap the low poly, I usualy do this in Maya or 3dCoat.Then you need to bake the details from the high poly to the low poly. This is done in xNormal (which is free)Finally you need to create the diffuse and specular in photoshop.This is somewhat long But if you don't need to put your mesh in a game engine you can stop right after the sculpt !